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Sprunki Phase 10 GGTP
Game Credits
Game title: Sprunki Phase 10 GGTP
Creator: Unknown
Original Sprunki concept: NyankoBfLol
Official status: Community-made project
Sprunki Phase 10 GGTP pushes most of its characters past ordinary corruption.
The stage is filled with enlarged eyes, exposed mouths, nails driven through heads and bones, separated body parts, and mechanical shells that no longer resemble complete performers. Several characters are recognizable only through one remaining feature, such as Garnold’s visor or Mr. Sun’s single eye.
Game Screenshots


Oren Already Looks Unstable
The opening performer appears taller and more distorted than expected.
A large central eye dominates the body, while two smaller eyes sit close beside it. When viewed together, the three eyes make the face look much more disturbing than the central eye alone.
The lower body also appears to contain more than one mouth. Two mouth-like openings are visible around the stomach area, making it difficult to decide where the actual face ends.
The character’s proportions seem to change during the animation. At one moment the body looks unusually tall, while later frames make the shape appear shorter or partly hidden.
This changing outline makes the opening character feel less stable than a fixed redesign.
Raddy Is Defined by Eyes and Restraint
Raddy’s Phase 10 form uses the recurring eye motif heavily.
His design appears caught between chains, dark structures, and several eye-like shapes. The eyes do not feel placed neatly on the body. They look trapped inside or attached to areas where they do not belong.
The phase repeatedly treats eyes as physical objects rather than normal facial features.
Raddy’s animation is not as large as some later characters, but the uneven eye placement makes him difficult to look at for long.
Clukr Is Easy to Miss
Clukr initially blends into the stage.
His body is small and partly hidden, so the character may not be noticed immediately after activation. The animation includes a symbol-like movement or changing element that becomes clearer after watching the full loop.
Clukr does not rely on one oversized body part. His effect comes from brief motion and limited visibility.
This makes him less visually dominant than Oren, Fun Bot, Vineria, or Simon, but the animation helps prevent him from disappearing completely.
Fun Bot Resembles a Crawling Bug
Fun Bot has one of the clearest creature-like transformations.
Instead of standing like a normal robot, the body looks low, spread out, and insect-like. The limbs or mechanical extensions give the impression that Fun Bot could move across the floor rather than remain fixed in a stage slot.
Blood or dark fluid appears around the mouth.
The robotic identity remains visible, but the overall movement resembles an animal or bug using a machine as its outer body.
Fun Bot’s design works because the animation changes how the character is imagined moving. He no longer looks like a damaged machine standing upright. He looks like something that could crawl toward the front of the stage.
Vineria’s Body Is Overgrown From Behind
Vineria remains one of the larger and more complicated characters.
Her head is smaller relative to the rest of the body, while many vines extend outward from behind her. This makes the character look wider without making the face itself larger.
The vines occupy much of the surrounding space and can overlap with nearby performers.
Her animation is especially active. Parts of the vines and eye-like growths move together, creating a busy loop that becomes difficult to separate inside the full mix.
Vineria appears less like a plant character with added corruption and more like the centre of a larger growth spreading across the stage.
The Eye Movement Becomes Part of the Rhythm
Several eye-based details move in time with the sound.
The most noticeable example involves multiple eyes striking or moving against one another. The animation creates a physical clicking effect even before the sound is isolated.
This gives the phase a repeated visual rhythm:
- eyes collide;
- heads rotate;
- nails move with the body;
- mouths open in short cycles;
- and mechanical parts appear or disappear.
The result is not a clean musical performance. It feels like the characters are producing sound through physical damage.
Gray Has a Nail Through His Head
Gray’s transformation is direct and easy to understand.
A very long nail passes through the head. The body is otherwise less complicated than some of the larger characters, so the nail becomes the entire focus.
Additional nails appear around the body and bones.
The design does not use extra mouths, multiple eyes, or a large creature form. It relies on the obvious physical injury and the unnatural length of the object passing through him.
Gray’s expression remains subdued, which makes the injury feel more uncomfortable. He does not react with the same exaggerated movement used by Durple or Simon.
Garnold Is Reduced to a Brain and Visor
Garnold has one of the phase’s strongest visual concepts.
Most of the body is gone. What remains appears to be a brain connected to the familiar visor.
The visor is the main clue that the character is Garnold. Without it, the design could be mistaken for an unrelated experiment or detached organ.
The combination of exposed brain matter and technology makes Garnold look less like a mutated character and more like a test subject being kept active artificially.
His animation also appears unstable. At times he seems to disappear or fail to remain visible in the same place.
That intermittent presence supports the idea that the remaining system is not functioning normally.
OWAKCX Is Difficult to Interpret
OWAKCX has a fragmented appearance.
The top of the head or upper body seems separated from the rest, but the exact structure is hard to understand during the first loop. The character contains dark gaps, exposed parts, and an uneven outline.
His form is one of the least immediately readable in the phase.
Instead of presenting one clear injury, the design makes it difficult to identify which parts are still attached.
OWAKCX benefits from being tested alone because nearby performers make the broken silhouette even harder to follow.
Sky Looks Like a Body That Has Been Reassembled Incorrectly
Sky appears with a distorted head and several displaced features.
Parts of the face look opened, stretched, or moved away from their usual position. The upper section is especially unclear, with details that could be bone, exposed tissue, or a separated part of the skull.
The body remains recognizable through colour, but the head no longer follows the expected shape.
Sky’s animation does not fully explain the anatomy. The character remains confusing even after several loops, which appears intentional.
Mr. Sun Is Reduced to One Eye
Mr. Sun becomes a large eye surrounded by sharp objects.
Daggers, spikes, or blade-like structures pass through the eye from different directions. The rest of the familiar solar face has almost completely disappeared.
The design is simple compared with Vineria or Garnold, but it is immediately readable.
The eye remains the entire character.
Because the animation focuses on one large central object, Mr. Sun is easier to identify in the full mix than many of the smaller performers.
Durple’s Head Movement Is More Disturbing Than the Knives
Durple contains multiple knives or sharp objects, but the head animation is the more noticeable part.
He repeatedly turns or twists his head in an unnatural way. The movement makes the embedded blades feel less static because the body continues moving around them.
The character does not appear passive or finished. He looks increasingly unstable as the loop continues.
Durple’s animation is one of the moments where Phase 10 GGTP feels more disturbing in motion than in a still frame.
His sound also adds tension rather than a clean melodic layer, making the visual and audio elements feel closely connected.
Mr. Tree Is Mostly Teeth
Mr. Tree receives a comparatively simple transformation.
The main change is the presence of a large amount of teeth. The familiar tree structure remains, but the mouth becomes the dominant feature.
After characters such as Garnold, Fun Bot, and Simon, Mr. Tree’s design feels restrained.
That restraint works in his favour. He remains recognizable without requiring a complicated arrangement of eyes, nails, and separated body parts.
His loop also contributes a chase-like or threatening background sound that fits the teeth-heavy appearance.
Simon Has One of the Most Extreme Designs
Simon produces one of the strongest reactions during the full cast reveal.
His body is heavily distorted, with exposed internal material and a shape that no longer resembles the usual character clearly.
The exact anatomy is difficult to describe because multiple features overlap. The design appears wet, open, and physically incomplete.
Simon does not simply have an added eye or blade. Most of his original form appears replaced by exposed tissue and an enlarged mouth-like structure.
The result is more graphic than several earlier characters.
Simon is one of the performers that needs to be viewed alone. In the full mix, his shape overlaps with nearby designs and becomes harder to separate.
Tunner Is Injured but Still Recognizable
Tunner appears badly damaged, though less transformed than Simon or Garnold.
The eye is the main focus. It looks enlarged, exposed, or displaced, while the rest of the familiar head remains partly intact.
Tunner has been shown in worse conditions in other phases, and Phase 10 GGTP keeps enough of his original appearance to make identification immediate.
His design sits between the phase’s two extremes:
- he is more damaged than a simple colour change;
- but he is not reduced to an isolated organ or abstract shape.
Mr. Fun Computer Is Wider and Flatter
Mr. Fun Computer resembles a wide-screen device.
His form is stretched horizontally, giving him the appearance of a broad monitor or oversized phone screen.
The character initially looks inactive, but the screen eventually turns on.
That small change is the main animation.
Compared with the organic horror surrounding him, Mr. Fun Computer remains visually simple. The unsettling element comes from his unusual proportions and delayed activation rather than physical injury.
Wenda Appears as a Soul
Wenda is no longer shown as a complete physical body.
She appears in a soul-like form, implying that she is dead within this phase.
The design avoids the eye-scratching or facial damage often associated with Wenda in other mods. Instead, the character is represented through absence.
Her animation is cleaner than the heavily injured cast around her.
This makes Wenda visually quieter, but her condition is more final than many of the characters still moving in damaged bodies.
Pinki Is Upside Down With an Exposed Brain
Pinki appears inverted, with the head hanging upside down.
The brain has moved downward toward the mouth or lower face. The position makes the internal anatomy look displaced by gravity.
The design combines body orientation with visible injury rather than relying only on extra features.
Pinki’s animation reinforces the effect because the upside-down pose is maintained during the loop.
The character is both recognizable and physically wrong, which makes the design easy to remember.
Jevin Is Heavily Distorted
Jevin appears darker and more damaged than expected.
His face and upper body contain enough deformation that the original shape becomes difficult to read. Bright and dark areas compete across the head, while internal details appear exposed.
Jevin’s design is not based on one simple object or injury.
Like Simon, he appears to have undergone a more complete physical breakdown.
The animation reveals different sections gradually, so the full form is easier to understand after several cycles.
Black Dominates the Final Part of the Session
Black receives a large and visually aggressive transformation.
His appearance is significantly altered, with a shape that occupies more space and feels less controlled than the normal character.
The final part of the mix becomes harder to read after Black is added because his design competes with the already crowded stage.
Black also contributes a sound that changes the overall tone of the arrangement. It is less subtle than many supporting loops and works better as a final addition than as part of an early mix.
The Full Stage Becomes Difficult to Read
Phase 10 GGTP has many strong individual designs, but the complete stage becomes visually overloaded.
Vineria’s vines spread outward. Durple turns his head around embedded knives. Simon and Jevin occupy irregular spaces. Mr. Sun adds a large central eye, while Black introduces another dominant shape.
Once all performers are active, it becomes difficult to tell:
- which eye belongs to which character;
- where one body ends;
- which blade is attached to which performer;
- and which animation is producing a particular sound.
The full mix works better after every character has already been observed individually.
Sound Design
The soundtrack uses harsh and uneven layers rather than a clean melodic arrangement.
The loops include:
- eye-clicking effects;
- metallic impacts;
- low horror textures;
- chimes;
- mechanical noises;
- distorted vocals;
- sharp rhythmic hits;
- and echoes that resemble struck objects.
Some sounds appear directly linked to the visible damage.
Gray’s section includes a metallic, hollow quality. Durple contributes a more threatening loop. Mr. Tree adds a chase-like sound, while several eye-based characters produce clicking or striking rhythms.
The full track can sound chaotic, but several smaller combinations work more clearly.
Editor’s Assessment
The character designs contain enough variation to make the cast worth testing one at a time. Garnold, Fun Bot, Pinki, Mr. Sun, and Wenda are especially easy to understand because each uses one clear visual concept.
The music is not uniformly melodic. Metallic echoes, horror textures, and sharp effects dominate several combinations. Smaller mixes sound clearer than the complete cast.
Sprunki Phase 10 GGTP feels like a collection of separate experiments performed on the same lineup. The characters share eyes, nails, blades, and exposed anatomy, but each one fails in a different way.
Disclaimer
Sprunki Phase 10 GGTP is an unofficial fan-made project. All character designs, artwork, animations, music, sound effects, game files, logos, and related assets remain the property of their respective creators and rights holders.
Sprunki Phase 10 GGTP FAQs
Why are there so many eyes?
Eyes are one of the phase’s main visual motifs. Several characters have enlarged, multiplied, displaced, or pierced eyes.
Which character has the most readable design?
Garnold, Mr. Sun, Fun Bot, Wenda, Pinki, and Mr. Fun Computer have some of the clearest visual concepts.
Does the full mix sound good?
Some combinations work well, but the complete lineup becomes dense. Smaller groups make the individual effects easier to hear.